Complete forced Harkonnen returns with private saved inspection
Automatically return the full combined hand when it is the only legal special-Karama return. Preserve real choices and restore the suspended response or auction payment through the same settlement. Record the actual blind draw as owner-only historical card faces, with a bound integrity receipt; legacy forced saves describe held-card history truthfully. Add readable private history and enlarged inspectors. Both manual and forced returns publish only a faction/action completion tag. Wake idle legacy exchanges through production recovery without writes for real choices. Keep provisional auction funding rules and release gates. Validation: types, lint, 5150 offline tests, build and 49 HTTP tests passed. Independent review resolved history substitution and root review completed idle recovery wiring. New tests cover 1-4 forced draws, real choices, overlays, exact saved history, immutable rejection, all four legal AI paths, production competing actions/recovery, private views and custody. One genuine Advanced four-player sample completed 158 actions with 4 JSON restores and no rejected action; no difficulty tuning. Browser QA QUTHVPTT used genuine Advanced setup and conserved Bidding positions. The actual power returned four cards without a prompt; private history/enlargement and exact refresh worked. Phone panel fit without horizontal overflow with 44px inspector controls. Screenshot capture timed out; complete visual acceptance and transient notice capture remain open. Preserved every prior row across all ten tables, including 1586 rooms and 3354 seats. New QA/integration records bring totals to 1626 rooms and 3442 seats. No reset, restart or automation.
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@@ -240,6 +240,8 @@ for (const form of ['printed', 'bg'] as const)
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});
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void test('a gift restores a real Harkonnen hand exchange with its inherited BG declaration and saved response', () => {
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const f = parent(fixture(true, 3));
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// Keep a real choice after spending the Karama; a sole held card returns automatically.
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player(f.g, 'h').hand.push(...f.g.deck.splice(0, 1));
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const hark = player(f.g, 'h').hand.find((c) => c.effect === 'karama')!;
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let g = applyAction(f.g, 'h', {
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type: 'card',
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